Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MechanicalSnowman

Pages: [1]
Just updated to 2018.1.3

Looks like this never got fixed

Edit: Although with Ctrl + Alt combination it's possible to pan, I can't remember if that's new or just something I missed. So I guess panning, zooming and rotating is possible with the tablet, just not with the pen buttons. Which turns this bug into just a minor annoyance rather than a game breaker  :D

Edit 2: But since middle mouse button can't be mapped to pen still, it's impossible to pan the stencil when projection painting. This means switching back and forth to mouse and pen when doing projection painting, if we want to reposition the stencil. Is there any news on a fix for this? Is it fair to expect that it won't be fixed, since it's been several months already?

Nice, got this email back today. I'm also having this issue, didn't realize this thread existed.

It seems the issue you reported is already fixed based on our internal tests. Please let us know if you still experience the same behavior in the next version of Substance Painter 2018.0.1.

I have to say, I wonder how this got past internal testing. Does everyone at Allegorithmic use a mouse?!  :D



Just uploaded Painter and looks awesome, but my tablet doesn't work well with it. Pressure is working fine but the left/middle click on my pencil (lateral buttons) doesn't work, so I can't zoom in/out or change brush size. They work well in any other softs as well as previous Painter. I tried reinstalling the soft, reseting computer etc, and anything works, as I said pressure works well, but when I click alt+left click Substance freezes a little so I thing it have some kind of input but doesn't do anything.


I am really glad I'm not the only one. I made this thread a few days back,22953.0.html

And also it appears to be an issue with Wacom too:

I'm trying to use my Huion pen display with Substance Painter, and have come across this very bizarre issue. I'm almost certain this is Painter's fault and not my Tablet's, since it works perfectly with Zbrush, Photoshop, and Clip Studio Paint.

The issue is this: My pen's two buttons are mapped to Left Click and Right Click.

When I use Painter with my pen, the first click registers the pen's right button as the right button, and so Alt+Right click to zoom works as it should. But subsequent clicks seem to register the pen's right button as a middle button, and so it pans instead.

This behavior is reproducible every time I switch focus from painter to another application, and then the first click in the viewport will correctly register the right click but from then on will register it incorrectly as a middle click. I've uploaded a video clip to demonstrate this. Throughout the video, I'm only clicking the right button with my pen, you can see the behavior change after the first time, and how clicking off of Painter and back on it will make the button work for one time only.

This person seemed to have a similar issue to me, using a Wacom product:

I'm wondering if there are any settings in Painter that are trying to override my pen's default clicks or something. In every other application I use with my pen and tablet, the left and right clicks have the exact same behavior as my mouse as expected.

This is making Painter impossible to use with my pen display, since I can't zoom. Which is a real shame since pressure sensitivity and everything else seems to function just fine, and I can imagine painting in Painter directly with a pen + tablet monitor combo is a very nice workflow.

Please help me get to the bottom of this! Thanks

Thanks Alex, the Flood Fill Gradient worked great  :D

Hey there.

In Wes McDermott's most recent YouTube series on wood planks, he uses gradients on individual rectangles to create some planks angled up, some down, some left etc. But this is done with the Tile Generator, which works because planks are in very precise and consistent patterns.

I have a rocky ground which begins to look quite bad when it catches some specularity, because all the rocks are perfectly aligned with each other. This gradient solution would be perfect, but how exactly would it work with the Cells node?

This is what I'm talking about:

I need to apply the concept of gradients per individual cell, any tips?

I've managed to answer a few of my own questions  :)

Generally speaking, nodes exposing tweaks (custom parameters) that will be modified at run-time should be placed as close to the end of the graph as possible. This is because the output of each node is cached wherever possible. The further up the graph your tweakable node is, the more outputs will need to be regenerated whenever one of those tweaks is modified. If your tweaked node is close to the end of the graph, only the few nodes between it and the output nodes will need to be recomputed.

And I learned that Designer also has a CPU mode, so incompatibility with game engines can be avoided.

Use 8 bit when 16-bit is not needed. (Note that the Substance CPU engine does not actually support 16-bit color or 8-bit greyscale. The GPU engine supports all 4 combinations of 8/16 bits and greyscale/color. Currently, only the CPU engine is used in Unity and UE4)

One thing I'm still concerned about is the large frame hitch with my shadow parameters when in GPU mode. My shadow node in Substance was right at the end of the chain, just before plugging into the AO output. But I'll try making some new substances with the practices in the Performance docs to see if that helps.

One more question, what exactly is the point of the CPU mode? I'm assuming it has been made specifically for UE4 and Unity, could anyone tell me in what scenario Allegorithmic thinks we should use the CPU engine? All I can find is this:

The Substance Engine can be CPU or GPU. The GPU engine will allow you to create 4K textures. The CPU engine is capped at 2K.

But I'm after an explanation to why there even is an option to use CPU mode.
Edit: Doh, is it because then Substance becomes compatible with mobile and integrated graphics CPUs? Should have thought that one through.

Thanks! Sorry for the triple post  :-*

Just going to squeeze in a more specific follow up question regarding re-rendering a Substance in UE4 with the Sync / Async Rendering node.

In this scenario: my entire graph is made up of non-parameterized nodes, but there is a node right at the end which has an exposed parameter (such as a node just before the Ambient Occlusion output to adjust its intensity or power).

In UE4 when this exposed parameter is changed and the Substance is updated at runtime, is it updating the entire graph? If so, is there a way to bake out the more "static" sections of the graph so that all the math isn't being recalculated and textures aren't being rebaked, so only the more basic operations are being recalculated?

I would really love some in-depth technical info about how UE4 handles Substance materials, and what the strain on performance is when used in an actual gameplay scenario.

Hey there. I started learning Designer last week, and I LOVE it so far. Today I tried getting some of my Substances into UE4, and noticed a few problems that I'd like some help understanding.

Firstly, there is a major difference when using CPU vs GPU. I understand from reading some other posts that CPU may not be able to accurately represent some nodes in the graph which is understandable, but is there some guide for which nodes to avoid if you want CPU compatibility? The result can be quite dramatic, in this case the CPU is on the left (incorrect) and the GPU is on the right (exactly like how it looks in Desginer <3)

Secondly, I parameterized the Distance, Softness and Angle nodes of the Shadow node in Designer, not really expecting it to work in UE4 but mainly out of curiosity. Well, it works SERIOUSLY WELL and looks incredible, since I plan to have a global shadow parameter in UE4 driven by realtime sun position change. So now it will not only affect the normals on the texture but give a fake shadow. This is the result:

Pretty sweet, BUT, the Async Rendering node causes a major, multi-frame hitch in GPU mode. Which means not only can I not update it every minute or 30 seconds or so which was the plan, but I really wouldn't be able to update it at all during runtime, since even a single hitch like that isn't acceptable. I followed this thread:

And followed Dan Stover's advice but it didn't help in GPU mode. In CPU mode, there is sometimes a small and single frame drop as it updates, but barely noticeable, and acceptable for updating the texture shadows every minute or whatever to match the sun position.

I would like to really use the power of Designer, even so far as having ground that becomes dynamically more / less dusty depending on the weather, things like that, so I'd love to sort this issue out. GPU mode certainly looks nicer and more accurate than CPU mode, but CPU mode performance seems to be better (in this case, not sure about overall) so I'm a little stuck on how to proceed.

To sum it up:

Is there a guide or advice on which nodes to avoid when making graphs for UE4 that need to be both CPU and GPU compatible, and,

In terms of programming, how can real-time updates to materials be made as performance efficient as possible?

Thanks a ton, really looking forward to getting to use Designer more!

Pages: [1]